I can try to see if it can be programed so that vertical momentum is maintained.
Below is a part of the code so you guys can see what is going on:
Code:
if(Math_GetRandomFloat(0.0, 1.0)<=0.1)
{
decl Float:Clientposition[3], Float:targetposition[3], Float:vector[3];
GetClientEyePosition(Attacker, Clientposition);
GetClientEyePosition(Client, targetposition);
MakeVectorFromPoints(Clientposition, targetposition, vector);
NormalizeVector(vector, vector);
ScaleVector(vector, (damage/2));
TeleportEntity(Client, NULL_VECTOR, NULL_VECTOR, vector);
}
---------- Post added at 04:40 PM ---------- Previous post was at 04:36 PM ----------
What I may do is reprogram it to use push force instead as used in wcs. This would have the result of instead of jerky movement would instead create a physics force that pushes against the zombie. This instead of stopping them would work more like slowing although if high enough could stop them and push them back. I can also try to cross integrate with zombie mod itself and see if we can get class integration.